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Hash, Inc. - Animation:Master

itsjustme

Craftsman/Mentor
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Everything posted by itsjustme

  1. That is a setup Pose for Steve's Hand Gizmo, it doesn't need to be edited or turned off. The "Left/Right_Finger_End_Joints_Bend_N_Y" Poses can be adjusted to vary the amount of bending the Hand Gizmo will apply to the second and third joint of the fingers. Hope that helps, Rusty.
  2. Of course the easiest way is to use the Posable installation. For that, you would open up the Action you used to export your model, rotate the thumbs the way you want them, export the model under another name, unhide all of the hand bones by holding down the shift key and unhiding the "left_hand_sizer" and "right_hand_sizer", delete all of the thumb bones, drag the thumb bones from the newly exported model into your character and run the InstallRig plugin. The second way to rotate the thumb bones would be to drag all of the thumb bones that are children of the "left/right_hand_IKFK" and "left/right_hand_geom" bones (they are both found as children of the "left/right_hand_sizer" bones) to the "left/right_finger_thumb_control" bones, rotate that bone in bones mode using rotate mode and then re-parent the bones the way they were when you are done. If you want to correct the model's geometry as well, hold the "Ctrl" key down while rotating. Hope that helps, Rusty.
  3. A possible aid to initial weighting would be to use a model that is already weighted and transfer that weighting to your model using the Transfer_AW plugin. I did some experimenting a few months ago and it did a decent job for roughing things in. Here is the post where I gave the process and the results I got...it was just a test, so I transferred the weighting from Squetchy Sam to an un-weighted version of the same model (just a proof-of-concept). Hope that helps.
  4. Sounds like a job for an Action... automated quality control... if you find you miss something you add it to the action and never forget it again. Rusty You're right, Rusty...I should make some Actions for people to use when weighting. I'll put that on my to-do list (it's becoming a long list again). Don't hit "Apply"...I never do, Dhar. Just hit "OK" (or whatever it is...it's not in front of me). The CP's will stay selected (if I'm remembering correctly...if not, it's not hard to re-select them), you'll just have to right mouse click and select "Edit CP weights" again. I'm hearing that old joke in my head..."Doc, it hurts when I do this." The doctor says, "Then don't do that".
  5. That's what I thought too, Rusty. But if you look at Squetchy Sam, hardly a CP is assigned to a bone at 100%. The toe point, which you'd expect it to be 100% toes_geom, is actually weighted to the foot_geom as well. And then there is that "foot_shadow_geom" which came out of nowehere I'm starting at the feet and working my way up. Oh, what is the 'foot_shadow_geom' bone used for? Cheers, Rusty The foot "shadow" bones are for the back part of the foot...the reason they are there is that when the foot is squetched, you don't necessarily want the back part of the foot to stretch backward. Other than that, they move like the foot "geom" bones. Whenever I weight a character, I try to put it through as many possible combinations of positions and squetching as I can to get the best combination. Hope that helps. ------------------ EDIT ------------------ The weighting on your character is going to vary from Sam's, go with whatever gives you good movement...Sam is just a guide.
  6. Several of those five point patches would be better if you used hooks...like at the ear (they would be treated as four point patches if you did that). You also have some dead-end splines, those would cause creases. As for your question, there isn't a button in Animation Master to make all five point patches fill...you would have to select them and hit the button to designate it as a valid patch. The splinemanship tutorials on this site should help you with your spline layout. Hope that helps, Art.
  7. When you render it, does it show up? If so, then it is a realtime rendering problem...you can set it to OpenGL or DirectX in the "Options" menu. Hope that helps.
  8. Could it be your gamma setting, Ramon? Here is a thread that might help with that. Hope it helps.
  9. You could try Will Sutton's tutorial or Jim Talbot's tutorial...they might steer you in the right direction. Hope that helps.
  10. I tend to use "Auto Assign Bones" to start off, just to get it extremely rough (I don't usually use the bone falloff, but there are instances where I would). Then, I work on large groups of points to rough it in better and work my way down to weighting individual CP's. I use some bones as "neutral" while weighting (like the "head_geom_front" bone for the face) to decrease movement where necessary, later the percentages applied to the "neutral" bones tend to be assigned to other bones...I show how I weight things in the Squetch Rig Installation tutorial somewhere near the end. Hope that helps, Dhar.
  11. I didn't answer earlier because I wasn't sure I understood the question...I'm still not sure, but I'll answer the question I think is being asked. The hand targets and elbow controls are used when the arms are in IK (Inverse Kinematic)...the default is FK (Forward Kinematic). If you want IK in the 2001 rig, you have to turn on the "Ik Arms Setup" Pose in the "Rig/Setup" folder. I hope that answers the question.
  12. David, Do I need to do these things to the rig you just sent me? Thanks, Rusty The only Pose missing on that model would be the "Animation_Controls/Squetch_Controls/ARMS/sleeves_squetch_like_bicep" Pose...just drag that one over. Hope that helps, Rusty.
  13. I decided I needed to post a temporary fix/update that people could use until the next update gets finished. Here's a version of Squetchy Sam that has a few fixes that are going to be in the next release. The updates in this are a fix for a toe problem when switching from IK to FK and back to IK (not for v11.1), an euler limit on the 'Z' rotation of the thumb control, a percentage "sleeves_squetch_like_bicep" Pose and a change of the "roll like" on the wrist fan bones to an "aim roll at". To update a previous installation: ------------------------------------------------------------------------------------------------------------------------ Delete the "Animation_Controls/Leg_Controls/right_leg_FK_IK" (not for v11.1), "Animation_Controls/Leg_Controls/left_leg_FK_IK" (not for v11.1), "Rig_Components/arm_constraints_folder/hand_constraints" and "Rig_Components/arm_constraints_folder/arm_constraints". Then drag those Poses from this Squetchy Sam to the installation you're updating and also drag the "Animation_Controls/Squetch_Controls/ARMS/sleeves_squetch_like_bicep" Pose to your model. ------------------------------------------------------------------------------------------------------------------------ There are a lot more things that will be in the next update, I'm hoping to get them finished soon. --------------------------------------- EDIT --------------------------------------- The next update is located here...this file was deleted, it isn't necessary now.
  14. Okay, sorry this took so long, Rusty. The problem with the knees was that the legs were ever so slightly bent backwards...it wasn't "operator error", it was just something that hasn't come up yet. What happened is that as the leg gets resized, the angles change minutely and, in this case, rotated the calf in relation to the thigh backwards by a few tenths of a degree. The solution, when doing an installation bend the knee a degree or two just as a precaution. While working on this, I also fixed a problem that I found with the toes when switching from IK to FK and back...it's fixed in your model, Rusty. I'll post a temporary fix in the Squetch Rig downloads thread a little later tonight, the next release will have the fix in it. I'll PM you telling you where to get the updated model, Rusty.
  15. Actually, there is...I just wanted to finish it up before I let you know, Rusty. It'll be an hour or two unless I run into something else.
  16. You just forgot to reset the "orient like right_thigh_orienter" constraint to 100% when the "right_leg_FK_IK" Pose was set to "on". Here's an updated version of Gumbo...I only checked the legs and fixed that one constraint. Hope that helps, Dhar.
  17. I'm sorry, but that is too good, Lee...it screams to be finished.
  18. Expand out the tree of bones that you want to delete...if you want to do it faster, select the parent bone of the set of bones you want to delete and hold the right arrow key on your keyboard down. Just keep an eye on it, it goes pretty fast. Once you get all of the bones you want to delete visible, select the top bone, scroll down to the last bone in the chain and select it while holding down the shift key. Once they are all highlighted, hit the delete button and wait until they are cleared out. Hope that helps, Eric.
  19. After you export your model (and before running the InstallRig plugin): 1. Delete "Master_EyeTarget", "blink_main_INSTALL", "HeadProxy_INSTALL", "face_INSTALL" and the "FACE Interface_INSTALL_body_SQUETCH_base" (and their children) bones. 2. Under "Groups", delete the "FACE_groups" folder. 3. Delete the FACE control labels in the modeling window. 4. Delete all of the FACE related Smartskins (BrowEmotion, BrowsOut-Squint, EyeAimerBone, EyeLidsNull, JawLRForward, LBrowsMidUDSqueeze, LBrowsOut-Squint, LipsNull, LLipsUD, LMouthCorner, LSneer, MouthCorner, MouthShiftNull, RBrowsMidUDSqueeze, RBrowsOut-Squint, RLipsUD, RMouthCorner, RSneer, Sneer, SyncNull, TongueOutNull, TongueRotate_Control, TongueU-R-LNull, TongueWidthThicknessNull, Eye_leftlidsNull, Eye_rightlidsNull). 5. Delete the following Pose folders: a-"Animation_Controls/Face_underlying_controls" b-"Animation_Controls/FACE Interface" c-"Show_and_Hide_Rig_Components/hide_face_setup_bones" d-"Show_and_Hide_Rig_Components/hide_FACE_non_tweaking_bones" After all of that, delete the "Installation_Poses" folder, run the InstallRig plugin and reset the compensates. Hope that helps, Eric.
  20. You can delete all the bones in a model by highlighting the Bones folder and hitting delete. Hope that helps.
  21. I'll look at that as well, Rusty.
  22. Not yet, they would have to be set up. As for the other problem, it would take some digging in the model to figure out what's going on.
  23. I'm assuming you used one of the Posable installations that Mark made the tutorial for? If that is the case, I'm also assuming you (in this order): 1. Exported the model from the installation Action. 2. Opened the exported model and deleted the Installation Poses. 3. Ran the InstallRig plugin and saved the model. 4. Reset the compensates according to the text file that was included in the Zip file with the installation models. 5. If the arms or legs are modeled bent, you set the "Minimum" of the 'X' on the euler limit on the forearm/calf bones to compensate for the bend. The "quick and dirty" way to start assigning CP's would be to have the "geom" bones as the only visible bones in the Modeling window (which is what happens after running the InstallRig plugin), hide the FACE geometry, hide the shoulder fan, stomach_IO and chest_IO bones, hide the thigh fan bones, hide all of the head bones except for the "head_geom_front" bone, go into Bones mode, right mouse click and select "Auto Assign Bones"...that will rough things in. Then, you can go through and get more specific. If you're looking for the Poses (which would include IK stuff), they are in the "Animation_Controls" folder in the "Pose Sliders" menu...you will run across a few of them while resetting the compensates. Hope that helps, Eric.
  24. There is something going on in there that I haven't identified yet...it doesn't happen on Squetchy Sam or any other setup I've tested yet, but there is some rotation ('Z' axis) on the wrist fan bones in this model that I can't explain yet. I'm doing some more tests...hopefully, I'll have an answer soon.
  25. No wisdom from me...the "quick and dirty" way to start would be to have the "geom" bones as the only visible bones in the Modeling window (which is what happens after running the InstallRig plugin), hide the FACE geometry, hide the shoulder fan, stomach_IO and chest_IO bones, hide all of the head bones except for the "head_geom_front" bone, go into Bones mode, right mouse click and select "Auto Assign Bones"...that will rough things in. Then, you can go through and get more specific. Hope that helps, Dhar.
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